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Welcome to Hyper Towers!

Hyper Towers is a casual 2D tower defense game with a focus on enhancing and customizing tower AI to a great extent.

This game is made as a portfolio project to showcase the abilities of the developer and is still very much in its early stages of actual "gameplay".


In a feature perspective, the game has achieved the following:

  • Multiple screens with proper navigation.
  • Persistent settings which are stored in the computer and loaded in between play sessions (All settings files can be found in C:\Users\{user}\AppData\LocalLow\TheRedMaRK\Hyper Towers).
  • Adjustable sound volumes (SFX/BGM/Master), screen resolutions, screen modes (fullscreen/windowed/borderless).
  • Hover/click sound effects for most of the UI elements.
  • Lighting effects and particle effects for more immersion.
  • Simple animations for some graphical elements.
  • Custom sprites, tilemaps for level design.
  • A simple tutorial.
  • And finally, an actual level to play from start to finish.

Since the developer intends to put the game out as quick as possible, the current playable level ("tutorial") is a very easy one. There is only one tower and one type of enemy to play with. There are currently 3 waves which you can beat to win the game.


As soon as the game is published (which is when you are reading this), the developer intends to work on the following aspects of the game:

  • Adding Level 1, a level with an actual challenge, and an upgradeable tower (or maybe 2).
  • More types of enemies and different types of waves (several different types of waves are already developed but is yet to be implemented on Level 1).
  • Placeable tower plots (currently you can only work with what you have).
  • AI chips/behaviours for the towers:
    • Use scrap (OR a different type of resource, may subject to change) to equip each of your towers/turrets with different AI targeting modes. Some examples would be:
      • Target enemies based on health.
      • Target enemies based on the towers ahead (essentially teaching the tower to ignore an enemy if the towers in front can handle them).
      • Target enemies based on current facing direction (To quickly switch to the closest target instead of slowly rotating towards and enemy only to miss it).
    • All of this should sound pretty common if you are a tower defense veteran. But the game changes quite a bit with the following:
      • Towers are interchangeable, meaning that each tower can transform into a different one, but only partially.
      • If a basic tower (which hits 1 enemy at a time) is faced with a group of enemies clustered together, an AI chip could make it transform its projectile to deal area damage at the cost of firerate/damage. 
      • If an area attack tower is faced with only 1 enemy in its range, it could fire armor piercing shots instead of its normal attacks (or so on).
  • Tech tree to permanently unlock more chips, tower upgrades, etc.
  • Self-improving towers (towers will gain exp and upgrade on their own).
  • And so much more!



Developer note:

This is my very first game and I've wanted to make a tower defense since I first got to play one when I was very little. It's a dream come true.

I will appreciate all the help and criticism I can get to improve my game and any future games I'm planning to make. If you find something that doesn't work or doesn't work as intended, or if you find something that you wish were different, please let me know.

The page currently looks like an essay, I know. If you have any suggestions or places to look at to improve my page, let me know that too.


Thank you for visiting!

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Click download now to get access to the following files:

HyperTowers.zip 40 MB

Development log

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